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View Full Version : Chargen houserule (retro D&D)



InaVegt
2007-07-04, 04:06 PM
I somewhat dislike the modern system of chargen and decided to work out a system somewhat based on AD&D 2E.

Step 1
Choose a race as allowed by the DM

Step 2
Roll dice, using 3d6 organic, then rolling 6d6 independently and spread them along the 6 stats as the 4th die.

Step 3
Choose a class, these classes have requirements on whether you can use them with your stats and/or race.

Core classes
Adept
Wis: 11 or higher

Aristocrat
Cha: 11 or higher

Bard
Cha: 13 or higher

Barbarian
Con: 13 or higher
Str: 11 or higher
Race: no elf or fey heritage

Cleric
Wis: 15 or higher

Commoner
No restrictions

Druid
Wis: 15 or higher
Con: 11 or higher

Expert
Any one stat: 13 or higher

Fighter
Str: 13 or higher

Monk
Wis: 13 or higher

Paladin
Str: 13 or higher
Cha: 11 or higher
Wis: 11 or higher
Race: no descendants of evil aligned races or races generally evil.

Ranger
Str: 13 or higher
Con: 11 or higher
Wis: 11 or higher

Rogue
Dex: 13 or higher

Sorcerer
Cha: 15 or higher

Wizard
Int: 15 or higher
Races: no dwarves

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PEACH

Neek
2007-07-04, 04:11 PM
I prefer announcing your class and race, then 3d6 organic. :D

But this is nice, too, since it gives a lot of flexibility (especially with the "adding a fourth die" bit to the entire scenario) in character creation. But it does mean that it's possible to play a commoner. Hm...

InaVegt
2007-07-04, 04:18 PM
I prefer announcing your class and race, then 3d6 organic. :DThat's just plain evil (like a wizard with a 6 con and a 5 int, which is theoretically possible with your system)


But this is nice, too, since it gives a lot of flexibility (especially with the "adding a fourth die" bit to the entire scenario) in character creation. But it does mean that it's possible to play a commoner. Hm...
Yes, it is possible to play a commoner, if you had heaps of bad luck. The fourth die represents training, instead of genetics (and is my way of giving some stat customization)

Callix
2007-07-04, 04:33 PM
It's fun, but those restrictions on classes by race are a bit campaign-specific. Couldn't a dwarven transmuter be a student of forging and enhancing weapons and armor, enchanting where mundane steel fails him? And why, oh why, can't a Satyr-blooded human give in to the wild urgings of his blood and use that to smash something? How about a paladin of generic evil race who is appalled by his people's actions, and seeks to be a shining example of what his people could be? Or a tiefling paladin, constantly fighting the urges of their fiendish blood to become and remain a paragon of virtue? All of these require good roleplaying, but isn't that what you want from a role-playing game?

Yakk
2007-07-04, 05:23 PM
Birth:
1: Pick a race.

Potential:
2: Roll 2d6 for each stat. Modify based off of your race.
(average stat at this point is 7).

Career:
3: Pick class. Feel free to pick a poor class based on your stats. :)

Training:
4: Roll 2d6, dropping lowest, 6 times. Add to stats in whatever order.
(This stage adds an average of 4.5 to your stats. You have a 89% chance of getting at least 1 6, and a 99%+ chance of getting at least a 5 or a 6.)

Balance:
5: Add up your stats, subtract 75. For every full 5 points under zero, roll 1d6 on the following table:
1: +2 str and +2 (dex OR con)
2: +2 dex and +2 (int OR cha)
3: +2 con and +2 (str OR wis)
4: +2 int and +2 (cha OR dex)
5: +2 wis and +2 (con OR int)
6: +2 cha and +2 (str OR wis)

This cannot boost you over your starting maximium -- any such boost is wasted.

If you have 3 "leftover", you can roll once on the table and add +1 instead of +2 to the two stats.

(Each die adds +4 to your stats -- but requires 5 points of low stat to get. This means that hitting the balance step sort of sucks, but it prevents low-stat characters from falling out. Each stat shows up once in the left-of-and slot, and twice in the right-of-and slot. Each stat shows up once in the right-of-and in the physical, and once in the mental.)